Pub Date : 2024-03-14DOI: 10.3389/frvir.2024.1343872
Sebastian Thorp, L. M. Rimol, Simon Lervik, Hallvard Røe Evensmoen, Simone Grassini
This study investigates the effects of immersion on spatial ability in virtual reality (VR) and the influence of sense of presence, simulation sickness, and cognitive load. Participants performed a spatial ability task using a head-mounted display in an immersive or non-immersive VR condition. Contrary to expectations, immersive VR did not enhance spatial performance compared to non-immersive VR. Interestingly, cognitive load was positively associated with spatial ability in immersive VR but negatively associated with it in non-immersive VR. A higher sense of presence was associated with increased spatial ability for both conditions. Predictably, simulation sickness negatively impacted spatial ability in the more immersive condition. Sense of presence and simulation sickness correlated in the immersive condition but not in the non-immersive condition, indicating the importance of immersion as a covariate. These findings highlight a complex interplay of factors in immersive environments, challenging existing assumptions and providing insights for designing spatial environments in immersive and non-immersive virtual environments.
{"title":"Comparative analysis of spatial ability in immersive and non-immersive virtual reality: the role of sense of presence, simulation sickness and cognitive load","authors":"Sebastian Thorp, L. M. Rimol, Simon Lervik, Hallvard Røe Evensmoen, Simone Grassini","doi":"10.3389/frvir.2024.1343872","DOIUrl":"https://doi.org/10.3389/frvir.2024.1343872","url":null,"abstract":"This study investigates the effects of immersion on spatial ability in virtual reality (VR) and the influence of sense of presence, simulation sickness, and cognitive load. Participants performed a spatial ability task using a head-mounted display in an immersive or non-immersive VR condition. Contrary to expectations, immersive VR did not enhance spatial performance compared to non-immersive VR. Interestingly, cognitive load was positively associated with spatial ability in immersive VR but negatively associated with it in non-immersive VR. A higher sense of presence was associated with increased spatial ability for both conditions. Predictably, simulation sickness negatively impacted spatial ability in the more immersive condition. Sense of presence and simulation sickness correlated in the immersive condition but not in the non-immersive condition, indicating the importance of immersion as a covariate. These findings highlight a complex interplay of factors in immersive environments, challenging existing assumptions and providing insights for designing spatial environments in immersive and non-immersive virtual environments.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140244273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-03-13DOI: 10.3389/frvir.2024.1284299
Sara A. Freedman, Ehud Dayan, Michal Senitsky, Elisheva Bellin, Yossi Attias, Tzvi Richman, Renana Eitan, Lucian Tatsa-Laur
Posttraumatic stress disorder (PTSD) occurs in approximately 20% of individuals following exposure to a potentially traumatic event. Re-experiencing in the form of intrusive memories is a hallmark feature, and often includes sensory elements, including odor. A small body of studies have examined the relationship between PTSD and odor evoked memories. Patients avoid smells that remind them of their traumatic event, and odors are known triggers for intrusive memories and distress. PTSD is associated with higher ratings of odor intensity and unpleasantness however accuracy of odor detection is often impaired. It has been suggested that adding trauma-related odors will enhance treatment, however little data exists. This case study illustrates the addition of trauma specific olfaction in Virtual Reality (VR) enhanced exposure therapy for combat related PTSD. Treatment was successful, the patient no longer met criteria for PTSD at the end of treatment, and self-report symptoms scores indicated clinically significant reductions. The patient indicated at the end of treatment that he would not have been helped had the therapy not used VR, and the addition of odors helped him process the traumatic memories. Future research should assess the addition of olfaction in a systematic way, in order to assess its specific impact in the effectiveness of PTSD treatment.
{"title":"Case report: the addition of olfaction to virtual reality enhanced exposure therapy for PTSD","authors":"Sara A. Freedman, Ehud Dayan, Michal Senitsky, Elisheva Bellin, Yossi Attias, Tzvi Richman, Renana Eitan, Lucian Tatsa-Laur","doi":"10.3389/frvir.2024.1284299","DOIUrl":"https://doi.org/10.3389/frvir.2024.1284299","url":null,"abstract":"Posttraumatic stress disorder (PTSD) occurs in approximately 20% of individuals following exposure to a potentially traumatic event. Re-experiencing in the form of intrusive memories is a hallmark feature, and often includes sensory elements, including odor. A small body of studies have examined the relationship between PTSD and odor evoked memories. Patients avoid smells that remind them of their traumatic event, and odors are known triggers for intrusive memories and distress. PTSD is associated with higher ratings of odor intensity and unpleasantness however accuracy of odor detection is often impaired. It has been suggested that adding trauma-related odors will enhance treatment, however little data exists. This case study illustrates the addition of trauma specific olfaction in Virtual Reality (VR) enhanced exposure therapy for combat related PTSD. Treatment was successful, the patient no longer met criteria for PTSD at the end of treatment, and self-report symptoms scores indicated clinically significant reductions. The patient indicated at the end of treatment that he would not have been helped had the therapy not used VR, and the addition of odors helped him process the traumatic memories. Future research should assess the addition of olfaction in a systematic way, in order to assess its specific impact in the effectiveness of PTSD treatment.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140245331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-03-04DOI: 10.3389/frvir.2024.1340250
Ruben Schlagowski, Maurizio Volanti, Katharina Weitz, Silvan Mertes, Johanna Kuch, Elisabeth André
In a world increasingly driven by AI systems, controversial use cases for AI that significantly affect people’s lives become more likely scenarios. Hence, increasing awareness of AI bias that might affect underprivileged groups becomes an increasing challenge. As Virtual Reality has previously been shown to increase empathy through immersive perspective-taking, we conducted a laboratory study in which participants were confronted with a biased Wizard of Oz AI while embodying personas that varied widely in their ability to achieve high financial credit scores due to their age and gender. We found that participants embodying personas in VR felt significantly more empathy toward the characters they embodied and rated the AI as significantly less fair compared to a baseline condition in which they imagined to be these characters. Furthermore, we investigate differences between embodied personas and discuss qualitative results to gain insight into the participant’s mental model creation.
{"title":"The feeling of being classified: raising empathy and awareness for AI bias through perspective-taking in VR","authors":"Ruben Schlagowski, Maurizio Volanti, Katharina Weitz, Silvan Mertes, Johanna Kuch, Elisabeth André","doi":"10.3389/frvir.2024.1340250","DOIUrl":"https://doi.org/10.3389/frvir.2024.1340250","url":null,"abstract":"In a world increasingly driven by AI systems, controversial use cases for AI that significantly affect people’s lives become more likely scenarios. Hence, increasing awareness of AI bias that might affect underprivileged groups becomes an increasing challenge. As Virtual Reality has previously been shown to increase empathy through immersive perspective-taking, we conducted a laboratory study in which participants were confronted with a biased Wizard of Oz AI while embodying personas that varied widely in their ability to achieve high financial credit scores due to their age and gender. We found that participants embodying personas in VR felt significantly more empathy toward the characters they embodied and rated the AI as significantly less fair compared to a baseline condition in which they imagined to be these characters. Furthermore, we investigate differences between embodied personas and discuss qualitative results to gain insight into the participant’s mental model creation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140266280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-10DOI: 10.3389/frvir.2023.1308133
Safanah Abbas, Heejin Jeong
While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. This study investigated the gender factor in multitasking within a mixed reality environment. Thirty-six participants completed eight experimental conditions to assess their workload, task priority, and hand usage. Two distinct tasks were employed in the experiment: a block-matching task for the physical world, where participants located and matched English letters with their corresponding positions on a wooden board, and the N-back task for the virtual world. Four conditions focused on digital-physical monotasking, while the rest involved mixed-reality multitasking. The results reveal that perceived mental demand is a significant factor. Males prioritized virtual tasks, whereas females prioritized both tasks equally. Understanding the factors influencing gender-based performance differences can enhance the design of practical mixed reality applications, addressing equity and quality concerns. This study suggests that cognitive load plays a vital role in determining how genders perform when juggling multiple tasks, both physical and virtual.
{"title":"Unveiling gender differences: a mixed reality multitasking exploration","authors":"Safanah Abbas, Heejin Jeong","doi":"10.3389/frvir.2023.1308133","DOIUrl":"https://doi.org/10.3389/frvir.2023.1308133","url":null,"abstract":"While gender differences have been studied in both real and virtual worlds separately, few studies have focused on multitasking in hybrid environments. This study investigated the gender factor in multitasking within a mixed reality environment. Thirty-six participants completed eight experimental conditions to assess their workload, task priority, and hand usage. Two distinct tasks were employed in the experiment: a block-matching task for the physical world, where participants located and matched English letters with their corresponding positions on a wooden board, and the N-back task for the virtual world. Four conditions focused on digital-physical monotasking, while the rest involved mixed-reality multitasking. The results reveal that perceived mental demand is a significant factor. Males prioritized virtual tasks, whereas females prioritized both tasks equally. Understanding the factors influencing gender-based performance differences can enhance the design of practical mixed reality applications, addressing equity and quality concerns. This study suggests that cognitive load plays a vital role in determining how genders perform when juggling multiple tasks, both physical and virtual.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-01-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139439649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-08DOI: 10.3389/frvir.2023.1265010
Katarina Vagaja, Klaus Linkenkaer-Hansen, Athanasios Vourvopoulos
Motor-imagery brain-computer interfaces (MI-BCIs) have the potential to improve motor function in individuals with neurological disorders. Their effectiveness relies on patients’ ability to generate reliable MI-related electroencephalography (EEG) patterns, which can be influenced by the quality of neurofeedback. Virtual Reality (VR) has emerged as a promising tool for enhancing proprioceptive feedback due to its ability to induce a sense of embodiment (SoE), where individuals perceive a virtual body as their own. Although prior research has highlighted the importance of SoE in enhancing MI skills and BCI performance, to date, no study has successfully isolated nor manipulated the SoE in VR before MI training, creating a gap in our understanding of the precise role of the priming effect of embodiment in MI-BCIs. In this study, we aimed to examine whether the virtual SoE when induced, as priming of avatar embodiment, and assessed before MI training, could enhance MI-induced EEG patterns. To achieve this, we divided 26 healthy participants into two groups: the embodied group, which experienced SoE with an avatar before undergoing VR-based MI training, and the non-embodied group, which underwent the same MI training without a prior embodiment phase, serving as a control. We analyzed subjective measures of embodiment, the event-related desynchronization (ERD) power of the sensorimotor rhythms, lateralization of ERD, and offline classification BCI accuracy. Although the embodiment phase effectively induced SoE in the embodied group, both groups exhibited similar MI-induced ERD patterns and BCI classification accuracy. This suggests that the induction of SoE prior to MI training may not significantly influence the training outcomes. Instead, it appears that the integration of embodied VR feedback during MI training itself is sufficient to induce appropriate ERD, as evidenced by previous research.
运动图像脑机接口(MI-BCI)有望改善神经系统疾病患者的运动功能。其有效性取决于患者生成可靠的与运动图像相关的脑电图(EEG)模式的能力,这可能会受到神经反馈质量的影响。虚拟现实(VR)由于能够诱导本体感(SoE),使人将虚拟身体视为自己的身体,因此已成为增强本体感反馈的一种有前途的工具。尽管之前的研究已经强调了SoE在提高移动智能技能和BCI性能方面的重要性,但迄今为止,还没有任何研究成功地分离或操纵了移动智能训练前VR中的SoE,这使我们对体现在移动智能-BCI中的引物效应的确切作用的理解出现了空白。在本研究中,我们旨在研究虚拟 SoE 作为虚拟化身体现的引子,在 MI 训练前进行评估,是否能增强 MI 诱导的脑电图模式。为此,我们将 26 名健康参与者分为两组:化身组和非化身组,化身组在接受基于 VR 的 MI 训练之前与化身一起体验 SoE;非化身组在接受相同的 MI 训练之前不进行化身阶段,作为对照组。我们分析了体现的主观测量结果、感觉运动节律的事件相关不同步(ERD)功率、ERD 的侧化以及离线分类 BCI 的准确性。虽然体现阶段有效地诱导了体现组的 SoE,但两组均表现出相似的 MI 诱导的 ERD 模式和 BCI 分类准确性。这表明,在多元智能训练之前诱导 SoE 可能不会对训练结果产生重大影响。相反,在多元智能训练过程中融入虚拟现实反馈本身似乎就足以诱导适当的ERD,这一点已为之前的研究所证实。
{"title":"Avatar embodiment prior to motor imagery training in VR does not affect the induced event-related desynchronization: a pilot study","authors":"Katarina Vagaja, Klaus Linkenkaer-Hansen, Athanasios Vourvopoulos","doi":"10.3389/frvir.2023.1265010","DOIUrl":"https://doi.org/10.3389/frvir.2023.1265010","url":null,"abstract":"Motor-imagery brain-computer interfaces (MI-BCIs) have the potential to improve motor function in individuals with neurological disorders. Their effectiveness relies on patients’ ability to generate reliable MI-related electroencephalography (EEG) patterns, which can be influenced by the quality of neurofeedback. Virtual Reality (VR) has emerged as a promising tool for enhancing proprioceptive feedback due to its ability to induce a sense of embodiment (SoE), where individuals perceive a virtual body as their own. Although prior research has highlighted the importance of SoE in enhancing MI skills and BCI performance, to date, no study has successfully isolated nor manipulated the SoE in VR before MI training, creating a gap in our understanding of the precise role of the priming effect of embodiment in MI-BCIs. In this study, we aimed to examine whether the virtual SoE when induced, as priming of avatar embodiment, and assessed before MI training, could enhance MI-induced EEG patterns. To achieve this, we divided 26 healthy participants into two groups: the embodied group, which experienced SoE with an avatar before undergoing VR-based MI training, and the non-embodied group, which underwent the same MI training without a prior embodiment phase, serving as a control. We analyzed subjective measures of embodiment, the event-related desynchronization (ERD) power of the sensorimotor rhythms, lateralization of ERD, and offline classification BCI accuracy. Although the embodiment phase effectively induced SoE in the embodied group, both groups exhibited similar MI-induced ERD patterns and BCI classification accuracy. This suggests that the induction of SoE prior to MI training may not significantly influence the training outcomes. Instead, it appears that the integration of embodied VR feedback during MI training itself is sufficient to induce appropriate ERD, as evidenced by previous research.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139445417","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-01-08DOI: 10.3389/frvir.2023.1259816
Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz
Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.
{"title":"Redirected walking for exploration of unknown environments","authors":"Mathieu Lutfallah, Marco Ketzel, Andreas M. Kunz","doi":"10.3389/frvir.2023.1259816","DOIUrl":"https://doi.org/10.3389/frvir.2023.1259816","url":null,"abstract":"Real walking is the most natural locomotion method for exploring Virtual Environments (VE), enhancing the immersion of Virtual Reality (VR). Redirected Walking (RDW) is employed to enable real walking within limited tracking spaces in large VEs by subtly manipulating the mapping between the virtual and real environments. However, the effectiveness of RDW is greatly influenced by the convex shape and size of the manually defined physical tracking space, subsequently impacting the user’s immersive experience. To improve performance, one strategy is to integrate exploration methods from mobile robotics with RDW. This will expand the usable tracking space, facilitating dynamic environments and rapid exploration. For this, we adapted a Unity framework for an RDW algorithm to facilitate simulations for such an exploration. We conducted a simulation with artificially created non-convex explorable tracking spaces and pre-recorded path elements, simulating two adapted RDW artificial potential field (APF) concepts. Three conceptualized modes were applied: repulsive APF, exploration APF, and exploration APF with a distance threshold. Additionally, one APF was extended with a frontier-based exploration approach that utilized the path between the user’s position and a targeted frontier. The analysis revealed a significant trade-off between exploration and immersion. APF combined with frontier-based the exploration technique showed the fastest exploration speed, but - however - resulted in the lowest distance between resets.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139447725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-22DOI: 10.3389/frvir.2023.1252551
Mengyu Chen, Marko Peljhan, Misha Sra
Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.
{"title":"EntangleVR++: evaluating the potential of using entanglement in an interactive VR scene creation system","authors":"Mengyu Chen, Marko Peljhan, Misha Sra","doi":"10.3389/frvir.2023.1252551","DOIUrl":"https://doi.org/10.3389/frvir.2023.1252551","url":null,"abstract":"Interactive digital stories provide a sense of flexibility and freedom to players by allowing them to make choices at key junctions. These choices advance the narrative and determine, to some degree, how the story evolves for that player. As shown in prior work, the ability to control or participate in the construction of the narrative can give the player a high level of agency that results in a stronger sense of immersion in the narrative experience. To support the design of this type of interactive storytelling, our system, EntangleVR++, borrows the idea of entanglement from quantum computing. Our use of entanglement allows creators and storytellers control over which sequences of story events take place in correlation with each other, initiated by the choices a player makes. In this work, we evaluated how well our idea of entanglement enables creators to easily and quickly design interactive Virtual reality narratives. We asked 16 participants to use our system and based on user interviews, analyses of screen recordings, and questionnaire feedback, we extracted four themes. From these themes and the study overall, we derived four authoring strategies for tool designers interested in the design of future visual interface for interactively creating virtual scenes that include relational objects and multiple outcomes driven by player interactions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138945950","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-21DOI: 10.3389/frvir.2023.1263545
Adriana Bastardas-Albero, Berta Vall, Carles Pérez-Testor, J. Losilla
Purpose: Prevention and rehabilitation of intimate partner violence (IPV) is a very important topic due to its high prevalence, visibility, and potential to generate negative consequences in survivor’s physical and mental health. Previous interventions have used traditional, explicit approaches giving mixed results for both prevention and rehabilitation. However, the number of implicit interventions using technological innovations, specifically virtual reality (VR), is limited in this field. In this review, we aim to find the existing literature on immersive VR targeting prevention or rehabilitation of IPV.Method: The search used several databases: PsycINFO by EBSCOHost, and Medline by PubMed, specifically set to find IPV intervention articles, published after 2010, that included VR in their intervention.Results: 11 studies met all of the eligibility criteria and were included in the review.Conclusion: VR has overall proven useful to tackle the prevention and rehabilitation of intimate partner violence, as it offers the unique possibility of experiencing a variety of situations from a different perspective, in a safe and controlled environment. Therefore, it is a tool which has great potential for transformation, as it allows for experiential and implicit learning.
{"title":"Which effective virtual reality (VR) interventions exist for the prevention and rehabilitation of intimate partner violence (IPV)?","authors":"Adriana Bastardas-Albero, Berta Vall, Carles Pérez-Testor, J. Losilla","doi":"10.3389/frvir.2023.1263545","DOIUrl":"https://doi.org/10.3389/frvir.2023.1263545","url":null,"abstract":"Purpose: Prevention and rehabilitation of intimate partner violence (IPV) is a very important topic due to its high prevalence, visibility, and potential to generate negative consequences in survivor’s physical and mental health. Previous interventions have used traditional, explicit approaches giving mixed results for both prevention and rehabilitation. However, the number of implicit interventions using technological innovations, specifically virtual reality (VR), is limited in this field. In this review, we aim to find the existing literature on immersive VR targeting prevention or rehabilitation of IPV.Method: The search used several databases: PsycINFO by EBSCOHost, and Medline by PubMed, specifically set to find IPV intervention articles, published after 2010, that included VR in their intervention.Results: 11 studies met all of the eligibility criteria and were included in the review.Conclusion: VR has overall proven useful to tackle the prevention and rehabilitation of intimate partner violence, as it offers the unique possibility of experiencing a variety of situations from a different perspective, in a safe and controlled environment. Therefore, it is a tool which has great potential for transformation, as it allows for experiential and implicit learning.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138949183","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-14DOI: 10.3389/frvir.2023.1286877
Alessio Travaglini, Esther Brand, Pascal Meier, Oliver Christ
Not only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.
不仅自 COVID-19 以来,由于各种原因,分散式工作和学习方法这一主题正变得越来越重要。新的虚拟现实技术可以让人们在身临其境的场景中学习,这在建议在家学习的情况下是很好的。然而,并不是所有的沉浸式虚拟现实(iVR)培训都包含了支持复杂、现实、实际任务的学习系统,这些任务可以产生产品,也可以获取知识和提高生活技能,如基于项目的学习。虽然目前有许多支持项目管理的 iVR 应用程序,但这些应用程序的具体特点是什么,导致人们产生使用意向(从而提高生活技能),还有待研究。在这项探索性的混合方法研究中,我们调查了感知有用性(PU)和工作相关性(JR)作为使用意向(ItU)预测因素的重要性。我们从市场调研入手,汇总了 34 个专业 iVR 应用程序的 13 个类别中的 88 个软件功能。经过专家筛选和排序程序后,我们制定了一份调查问卷。根据 TAM 2 模型和样本 n = 103,我们计算了 JR、PU 和 ItU 的关系。虽然观察到的数值普遍较高,但我们发现,就 ItU 而言,PU 的重要性高于 JR。我们讨论了研究的局限性,并提出了进一步研究的建议。
{"title":"Job relevance or perceived usefulness? What features of immersive virtual reality software predict intention to use in a future project-based-learning scenario: a mixed method approach","authors":"Alessio Travaglini, Esther Brand, Pascal Meier, Oliver Christ","doi":"10.3389/frvir.2023.1286877","DOIUrl":"https://doi.org/10.3389/frvir.2023.1286877","url":null,"abstract":"Not only since COVID-19, the topic of decentralized working and learning methods is becoming increasingly important for various reasons. New virtual reality technologies enable learning in immersive scenarios, which is good when learning from home is advised. However, not all immersive Virtual Reality (iVR) training incorporates learning systems that support complex, realistic, practical tasks that lead to a product or enable acquiring knowledge and life-enhancing skills like project-based learning. Although there are many iVR applications available that support project management, the specific features of these applications that lead to the intention to use (and therefore life-enhancing skills) have yet to be discovered. In this exploratory mixed-method study, we investigated the question of the importance of perceived usefulness (PU) and job relevance (JR) as predictors of intention to use (ItU) in a selection of immersive iVR application features. We started with market research and aggregated 88 software features in 13 categories of 34 professional iVR applications. After an expert selection and ranking procedure, a survey was developed. After deriving from the TAM 2 model and with a sample n = 103, we computed the relationship of JR, PU, and ItU. Although high values were generally observed, we found that the importance of PU is higher than JR when it comes to ItU. Limitations of the study are discussed, and suggestions for further research are given.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139003032","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-12-06DOI: 10.3389/frvir.2023.1192757
Courtney Hutton Pospick, Evan Suma Rosenberg
Mixed reality offers unique opportunities to situate complex tasks within spatial environments. One such task is the creation and manipulation of intricate, three-dimensional paths, which remains a crucial challenge in many fields, including animation, architecture, and robotics. This paper presents an investigation into the possibilities of spatially situated path creation using new virtual and augmented reality technologies and examines how these technologies can be leveraged to afford more intuitive and natural path creation. We present a formative study (n = 20) evaluating an initial path planning interface situated in the context of augmented reality and human-robot interaction. Based on the findings of this study, we detail the development of two novel techniques for spatially situated path planning and manipulation that afford intuitive, expressive path creation at varying scales. We describe a comprehensive user study (n = 36) investigating the effectiveness, learnability, and efficiency of both techniques when paired with a range of canonical placement strategies. The results of this study confirm the usability of these interaction metaphors and provide further insight into how spatial interaction can be discreetly leveraged to enable interaction at scale. Overall, this work contributes to the development of 3DUIs that expand the possibilities for situating path-driven tasks in spatial environments.
{"title":"Creating and manipulating 3D paths with mixed reality spatial interfaces","authors":"Courtney Hutton Pospick, Evan Suma Rosenberg","doi":"10.3389/frvir.2023.1192757","DOIUrl":"https://doi.org/10.3389/frvir.2023.1192757","url":null,"abstract":"Mixed reality offers unique opportunities to situate complex tasks within spatial environments. One such task is the creation and manipulation of intricate, three-dimensional paths, which remains a crucial challenge in many fields, including animation, architecture, and robotics. This paper presents an investigation into the possibilities of spatially situated path creation using new virtual and augmented reality technologies and examines how these technologies can be leveraged to afford more intuitive and natural path creation. We present a formative study (n = 20) evaluating an initial path planning interface situated in the context of augmented reality and human-robot interaction. Based on the findings of this study, we detail the development of two novel techniques for spatially situated path planning and manipulation that afford intuitive, expressive path creation at varying scales. We describe a comprehensive user study (n = 36) investigating the effectiveness, learnability, and efficiency of both techniques when paired with a range of canonical placement strategies. The results of this study confirm the usability of these interaction metaphors and provide further insight into how spatial interaction can be discreetly leveraged to enable interaction at scale. Overall, this work contributes to the development of 3DUIs that expand the possibilities for situating path-driven tasks in spatial environments.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2023-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138596549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}